(function () {
	const _object_pattern = /^[og]\s*(.+)?/; // mtllib file_reference
  
	const _material_library_pattern = /^mtllib /; // usemtl material_name
  
	const _material_use_pattern = /^usemtl /; // usemap map_name
  
	const _map_use_pattern = /^usemap /;
  
	const _vA = new THREE.Vector3();
  
	const _vB = new THREE.Vector3();
  
	const _vC = new THREE.Vector3();
  
	const _ab = new THREE.Vector3();
  
	const _cb = new THREE.Vector3();
  
	function ParserState() {
	  const state = {
		objects: [],
		object: {},
		vertices: [],
		normals: [],
		colors: [],
		uvs: [],
		materials: {},
		materialLibraries: [],
		startObject: function (name, fromDeclaration) {
		  // If the current object (initial from reset) is not from a g/o declaration in the parsed
		  // file. We need to use it for the first parsed g/o to keep things in sync.
		  if (this.object && this.object.fromDeclaration === false) {
			this.object.name = name;
			this.object.fromDeclaration = fromDeclaration !== false;
			return;
		  }
  
		  const previousMaterial =
			this.object && typeof this.object.currentMaterial === "function"
			  ? this.object.currentMaterial()
			  : undefined;
  
		  if (this.object && typeof this.object._finalize === "function") {
			this.object._finalize(true);
		  }
  
		  this.object = {
			name: name || "",
			fromDeclaration: fromDeclaration !== false,
			geometry: {
			  vertices: [],
			  normals: [],
			  colors: [],
			  uvs: [],
			  hasUVIndices: false
			},
			materials: [],
			smooth: true,
			startMaterial: function (name, libraries) {
			  const previous = this._finalize(false); // New usemtl declaration overwrites an inherited material, except if faces were declared
			  // after the material, then it must be preserved for proper MultiMaterial continuation.
  
			  if (previous && (previous.inherited || previous.groupCount <= 0)) {
				this.materials.splice(previous.index, 1);
			  }
  
			  const material = {
				index: this.materials.length,
				name: name || "",
				mtllib:
				  Array.isArray(libraries) && libraries.length > 0
					? libraries[libraries.length - 1]
					: "",
				smooth: previous !== undefined ? previous.smooth : this.smooth,
				groupStart: previous !== undefined ? previous.groupEnd : 0,
				groupEnd: -1,
				groupCount: -1,
				inherited: false,
				clone: function (index) {
				  const cloned = {
					index: typeof index === "number" ? index : this.index,
					name: this.name,
					mtllib: this.mtllib,
					smooth: this.smooth,
					groupStart: 0,
					groupEnd: -1,
					groupCount: -1,
					inherited: false
				  };
				  cloned.clone = this.clone.bind(cloned);
				  return cloned;
				}
			  };
			  this.materials.push(material);
			  return material;
			},
			currentMaterial: function () {
			  if (this.materials.length > 0) {
				return this.materials[this.materials.length - 1];
			  }
  
			  return undefined;
			},
			_finalize: function (end) {
			  const lastMultiMaterial = this.currentMaterial();
  
			  if (lastMultiMaterial && lastMultiMaterial.groupEnd === -1) {
				lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3;
				lastMultiMaterial.groupCount =
				  lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart;
				lastMultiMaterial.inherited = false;
			  } // Ignore objects tail materials if no face declarations followed them before a new o/g started.
  
			  if (end && this.materials.length > 1) {
				for (let mi = this.materials.length - 1; mi >= 0; mi--) {
				  if (this.materials[mi].groupCount <= 0) {
					this.materials.splice(mi, 1);
				  }
				}
			  } // Guarantee at least one empty material, this makes the creation later more straight forward.
  
			  if (end && this.materials.length === 0) {
				this.materials.push({
				  name: "",
				  smooth: this.smooth
				});
			  }
  
			  return lastMultiMaterial;
			}
		  }; // Inherit previous objects material.
		  // Spec tells us that a declared material must be set to all objects until a new material is declared.
		  // If a usemtl declaration is encountered while this new object is being parsed, it will
		  // overwrite the inherited material. Exception being that there was already face declarations
		  // to the inherited material, then it will be preserved for proper MultiMaterial continuation.
  
		  if (
			previousMaterial &&
			previousMaterial.name &&
			typeof previousMaterial.clone === "function"
		  ) {
			const declared = previousMaterial.clone(0);
			declared.inherited = true;
			this.object.materials.push(declared);
		  }
  
		  this.objects.push(this.object);
		},
		finalize: function () {
		  if (this.object && typeof this.object._finalize === "function") {
			this.object._finalize(true);
		  }
		},
		parseVertexIndex: function (value, len) {
		  const index = parseInt(value, 10);
		  return (index >= 0 ? index - 1 : index + len / 3) * 3;
		},
		parseNormalIndex: function (value, len) {
		  const index = parseInt(value, 10);
		  return (index >= 0 ? index - 1 : index + len / 3) * 3;
		},
		parseUVIndex: function (value, len) {
		  const index = parseInt(value, 10);
		  return (index >= 0 ? index - 1 : index + len / 2) * 2;
		},
		addVertex: function (a, b, c) {
		  const src = this.vertices;
		  const dst = this.object.geometry.vertices;
		  dst.push(src[a + 0], src[a + 1], src[a + 2]);
		  dst.push(src[b + 0], src[b + 1], src[b + 2]);
		  dst.push(src[c + 0], src[c + 1], src[c + 2]);
		},
		addVertexPoint: function (a) {
		  const src = this.vertices;
		  const dst = this.object.geometry.vertices;
		  dst.push(src[a + 0], src[a + 1], src[a + 2]);
		},
		addVertexLine: function (a) {
		  const src = this.vertices;
		  const dst = this.object.geometry.vertices;
		  dst.push(src[a + 0], src[a + 1], src[a + 2]);
		},
		addNormal: function (a, b, c) {
		  const src = this.normals;
		  const dst = this.object.geometry.normals;
		  dst.push(src[a + 0], src[a + 1], src[a + 2]);
		  dst.push(src[b + 0], src[b + 1], src[b + 2]);
		  dst.push(src[c + 0], src[c + 1], src[c + 2]);
		},
		addFaceNormal: function (a, b, c) {
		  const src = this.vertices;
		  const dst = this.object.geometry.normals;
  
		  _vA.fromArray(src, a);
  
		  _vB.fromArray(src, b);
  
		  _vC.fromArray(src, c);
  
		  _cb.subVectors(_vC, _vB);
  
		  _ab.subVectors(_vA, _vB);
  
		  _cb.cross(_ab);
  
		  _cb.normalize();
  
		  dst.push(_cb.x, _cb.y, _cb.z);
		  dst.push(_cb.x, _cb.y, _cb.z);
		  dst.push(_cb.x, _cb.y, _cb.z);
		},
		addColor: function (a, b, c) {
		  const src = this.colors;
		  const dst = this.object.geometry.colors;
		  if (src[a] !== undefined) dst.push(src[a + 0], src[a + 1], src[a + 2]);
		  if (src[b] !== undefined) dst.push(src[b + 0], src[b + 1], src[b + 2]);
		  if (src[c] !== undefined) dst.push(src[c + 0], src[c + 1], src[c + 2]);
		},
		addUV: function (a, b, c) {
		  const src = this.uvs;
		  const dst = this.object.geometry.uvs;
		  dst.push(src[a + 0], src[a + 1]);
		  dst.push(src[b + 0], src[b + 1]);
		  dst.push(src[c + 0], src[c + 1]);
		},
		addDefaultUV: function () {
		  const dst = this.object.geometry.uvs;
		  dst.push(0, 0);
		  dst.push(0, 0);
		  dst.push(0, 0);
		},
		addUVLine: function (a) {
		  const src = this.uvs;
		  const dst = this.object.geometry.uvs;
		  dst.push(src[a + 0], src[a + 1]);
		},
		addFace: function (a, b, c, ua, ub, uc, na, nb, nc) {
		  const vLen = this.vertices.length;
		  let ia = this.parseVertexIndex(a, vLen);
		  let ib = this.parseVertexIndex(b, vLen);
		  let ic = this.parseVertexIndex(c, vLen);
		  this.addVertex(ia, ib, ic);
		  this.addColor(ia, ib, ic); // normals
  
		  if (na !== undefined && na !== "") {
			const nLen = this.normals.length;
			ia = this.parseNormalIndex(na, nLen);
			ib = this.parseNormalIndex(nb, nLen);
			ic = this.parseNormalIndex(nc, nLen);
			this.addNormal(ia, ib, ic);
		  } else {
			this.addFaceNormal(ia, ib, ic);
		  } // uvs
  
		  if (ua !== undefined && ua !== "") {
			const uvLen = this.uvs.length;
			ia = this.parseUVIndex(ua, uvLen);
			ib = this.parseUVIndex(ub, uvLen);
			ic = this.parseUVIndex(uc, uvLen);
			this.addUV(ia, ib, ic);
			this.object.geometry.hasUVIndices = true;
		  } else {
			// add placeholder values (for inconsistent face definitions)
			this.addDefaultUV();
		  }
		},
		addPointGeometry: function (vertices) {
		  this.object.geometry.type = "Points";
		  const vLen = this.vertices.length;
  
		  for (let vi = 0, l = vertices.length; vi < l; vi++) {
			const index = this.parseVertexIndex(vertices[vi], vLen);
			this.addVertexPoint(index);
			this.addColor(index);
		  }
		},
		addLineGeometry: function (vertices, uvs) {
		  this.object.geometry.type = "Line";
		  const vLen = this.vertices.length;
		  const uvLen = this.uvs.length;
  
		  for (let vi = 0, l = vertices.length; vi < l; vi++) {
			this.addVertexLine(this.parseVertexIndex(vertices[vi], vLen));
		  }
  
		  for (let uvi = 0, l = uvs.length; uvi < l; uvi++) {
			this.addUVLine(this.parseUVIndex(uvs[uvi], uvLen));
		  }
		}
	  };
	  state.startObject("", false);
	  return state;
	} //
  
	class OBJLoader extends THREE.Loader {
	  constructor(manager) {
		super(manager);
		this.materials = null;
	  }
  
	  load(url, onLoad, onProgress, onError) {
		const scope = this;
		const loader = new THREE.FileLoader(this.manager);
		loader.setPath(this.path);
		loader.setRequestHeader(this.requestHeader);
		loader.setWithCredentials(this.withCredentials);
		loader.load(
		  url,
		  function (text) {
			try {
			  onLoad(scope.parse(text));
			} catch (e) {
			  if (onError) {
				onError(e);
			  } else {
				console.error(e);
			  }
  
			  scope.manager.itemError(url);
			}
		  },
		  onProgress,
		  onError
		);
	  }
  
	  setMaterials(materials) {
		this.materials = materials;
		return this;
	  }
  
	  parse(text) {
		const state = new ParserState();
  
		if (text.indexOf("\r\n") !== -1) {
		  // This is faster than String.split with regex that splits on both
		  text = text.replace(/\r\n/g, "\n");
		}
  
		if (text.indexOf("\\\n") !== -1) {
		  // join lines separated by a line continuation character (\)
		  text = text.replace(/\\\n/g, "");
		}
  
		const lines = text.split("\n");
		let line = "",
		  lineFirstChar = "";
		let lineLength = 0;
		let result = []; // Faster to just trim left side of the line. Use if available.
  
		const trimLeft = typeof "".trimLeft === "function";
  
		for (let i = 0, l = lines.length; i < l; i++) {
		  line = lines[i];
		  line = trimLeft ? line.trimLeft() : line.trim();
		  lineLength = line.length;
		  if (lineLength === 0) continue;
		  lineFirstChar = line.charAt(0); // @todo invoke passed in handler if any
  
		  if (lineFirstChar === "#") continue;
  
		  if (lineFirstChar === "v") {
			const data = line.split(/\s+/);
  
			switch (data[0]) {
			  case "v":
				state.vertices.push(
				  parseFloat(data[1]),
				  parseFloat(data[2]),
				  parseFloat(data[3])
				);
  
				if (data.length >= 7) {
				  state.colors.push(
					parseFloat(data[4]),
					parseFloat(data[5]),
					parseFloat(data[6])
				  );
				} else {
				  // if no colors are defined, add placeholders so color and vertex indices match
				  state.colors.push(undefined, undefined, undefined);
				}
  
				break;
  
			  case "vn":
				state.normals.push(
				  parseFloat(data[1]),
				  parseFloat(data[2]),
				  parseFloat(data[3])
				);
				break;
  
			  case "vt":
				state.uvs.push(parseFloat(data[1]), parseFloat(data[2]));
				break;
			}
		  } else if (lineFirstChar === "f") {
			const lineData = line.substr(1).trim();
			const vertexData = lineData.split(/\s+/);
			const faceVertices = []; // Parse the face vertex data into an easy to work with format
  
			for (let j = 0, jl = vertexData.length; j < jl; j++) {
			  const vertex = vertexData[j];
  
			  if (vertex.length > 0) {
				const vertexParts = vertex.split("/");
				faceVertices.push(vertexParts);
			  }
			} // Draw an edge between the first vertex and all subsequent vertices to form an n-gon
  
			const v1 = faceVertices[0];
  
			for (let j = 1, jl = faceVertices.length - 1; j < jl; j++) {
			  const v2 = faceVertices[j];
			  const v3 = faceVertices[j + 1];
			  state.addFace(
				v1[0],
				v2[0],
				v3[0],
				v1[1],
				v2[1],
				v3[1],
				v1[2],
				v2[2],
				v3[2]
			  );
			}
		  } else if (lineFirstChar === "l") {
			const lineParts = line.substring(1).trim().split(" ");
			let lineVertices = [];
			const lineUVs = [];
  
			if (line.indexOf("/") === -1) {
			  lineVertices = lineParts;
			} else {
			  for (let li = 0, llen = lineParts.length; li < llen; li++) {
				const parts = lineParts[li].split("/");
				if (parts[0] !== "") lineVertices.push(parts[0]);
				if (parts[1] !== "") lineUVs.push(parts[1]);
			  }
			}
  
			state.addLineGeometry(lineVertices, lineUVs);
		  } else if (lineFirstChar === "p") {
			const lineData = line.substr(1).trim();
			const pointData = lineData.split(" ");
			state.addPointGeometry(pointData);
		  } else if ((result = _object_pattern.exec(line)) !== null) {
			// o object_name
			// or
			// g group_name
			// WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869
			// let name = result[ 0 ].substr( 1 ).trim();
			const name = (" " + result[0].substr(1).trim()).substr(1);
			state.startObject(name);
		  } else if (_material_use_pattern.test(line)) {
			// material
			state.object.startMaterial(
			  line.substring(7).trim(),
			  state.materialLibraries
			);
		  } else if (_material_library_pattern.test(line)) {
			// mtl file
			state.materialLibraries.push(line.substring(7).trim());
		  } else if (_map_use_pattern.test(line)) {
			// the line is parsed but ignored since the loader assumes textures are defined MTL files
			// (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method)
			console.warn(
			  'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.'
			);
		  } else if (lineFirstChar === "s") {
			result = line.split(" "); // smooth shading
			// @todo Handle files that have varying smooth values for a set of faces inside one geometry,
			// but does not define a usemtl for each face set.
			// This should be detected and a dummy material created (later MultiMaterial and geometry groups).
			// This requires some care to not create extra material on each smooth value for "normal" obj files.
			// where explicit usemtl defines geometry groups.
			// Example asset: examples/models/obj/cerberus/Cerberus.obj
  
			/*
			 * http://paulbourke.net/dataformats/obj/
			 * or
			 * http://www.cs.utah.edu/~boulos/cs3505/obj_spec.pdf
			 *
			 * From chapter "Grouping" Syntax explanation "s group_number":
			 * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off.
			 * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form
			 * surfaces, smoothing groups are either turned on or off; there is no difference between values greater
			 * than 0."
			 */
  
			if (result.length > 1) {
			  const value = result[1].trim().toLowerCase();
			  state.object.smooth = value !== "0" && value !== "off";
			} else {
			  // ZBrush can produce "s" lines #11707
			  state.object.smooth = true;
			}
  
			const material = state.object.currentMaterial();
			if (material) material.smooth = state.object.smooth;
		  } else {
			// Handle null terminated files without exception
			if (line === "\0") continue;
			console.warn('THREE.OBJLoader: Unexpected line: "' + line + '"');
		  }
		}
  
		state.finalize();
		const container = new THREE.Group();
		container.materialLibraries = [].concat(state.materialLibraries);
		const hasPrimitives = !(
		  state.objects.length === 1 &&
		  state.objects[0].geometry.vertices.length === 0
		);
  
		if (hasPrimitives === true) {
		  for (let i = 0, l = state.objects.length; i < l; i++) {
			const object = state.objects[i];
			const geometry = object.geometry;
			const materials = object.materials;
			const isLine = geometry.type === "Line";
			const isPoints = geometry.type === "Points";
			let hasVertexColors = false; // Skip o/g line declarations that did not follow with any faces
  
			if (geometry.vertices.length === 0) continue;
			const buffergeometry = new THREE.BufferGeometry();
			buffergeometry.setAttribute(
			  "position",
			  new THREE.Float32BufferAttribute(geometry.vertices, 3)
			);
  
			if (geometry.normals.length > 0) {
			  buffergeometry.setAttribute(
				"normal",
				new THREE.Float32BufferAttribute(geometry.normals, 3)
			  );
			}
  
			if (geometry.colors.length > 0) {
			  hasVertexColors = true;
			  buffergeometry.setAttribute(
				"color",
				new THREE.Float32BufferAttribute(geometry.colors, 3)
			  );
			}
  
			if (geometry.hasUVIndices === true) {
			  buffergeometry.setAttribute(
				"uv",
				new THREE.Float32BufferAttribute(geometry.uvs, 2)
			  );
			} // Create materials
  
			const createdMaterials = [];
  
			for (let mi = 0, miLen = materials.length; mi < miLen; mi++) {
			  const sourceMaterial = materials[mi];
			  const materialHash =
				sourceMaterial.name +
				"_" +
				sourceMaterial.smooth +
				"_" +
				hasVertexColors;
			  let material = state.materials[materialHash];
  
			  if (this.materials !== null) {
				material = this.materials.create(sourceMaterial.name); // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material.
  
				if (
				  isLine &&
				  material &&
				  !(material instanceof THREE.LineBasicMaterial)
				) {
				  const materialLine = new THREE.LineBasicMaterial();
				  THREE.Material.prototype.copy.call(materialLine, material);
				  materialLine.color.copy(material.color);
				  material = materialLine;
				} else if (
				  isPoints &&
				  material &&
				  !(material instanceof THREE.PointsMaterial)
				) {
				  const materialPoints = new THREE.PointsMaterial({
					size: 10,
					sizeAttenuation: false
				  });
				  THREE.Material.prototype.copy.call(materialPoints, material);
				  materialPoints.color.copy(material.color);
				  materialPoints.map = material.map;
				  material = materialPoints;
				}
			  }
  
			  if (material === undefined) {
				if (isLine) {
				  material = new THREE.LineBasicMaterial();
				} else if (isPoints) {
				  material = new THREE.PointsMaterial({
					size: 1,
					sizeAttenuation: false
				  });
				} else {
				  material = new THREE.MeshPhongMaterial();
				}
  
				material.name = sourceMaterial.name;
				material.flatShading = sourceMaterial.smooth ? false : true;
				material.vertexColors = hasVertexColors;
				state.materials[materialHash] = material;
			  }
  
			  createdMaterials.push(material);
			} // Create mesh
  
			let mesh;
  
			if (createdMaterials.length > 1) {
			  for (let mi = 0, miLen = materials.length; mi < miLen; mi++) {
				const sourceMaterial = materials[mi];
				buffergeometry.addGroup(
				  sourceMaterial.groupStart,
				  sourceMaterial.groupCount,
				  mi
				);
			  }
  
			  if (isLine) {
				mesh = new THREE.LineSegments(buffergeometry, createdMaterials);
			  } else if (isPoints) {
				mesh = new THREE.Points(buffergeometry, createdMaterials);
			  } else {
				mesh = new THREE.Mesh(buffergeometry, createdMaterials);
			  }
			} else {
			  if (isLine) {
				mesh = new THREE.LineSegments(
				  buffergeometry,
				  createdMaterials[0]
				);
			  } else if (isPoints) {
				mesh = new THREE.Points(buffergeometry, createdMaterials[0]);
			  } else {
				mesh = new THREE.Mesh(buffergeometry, createdMaterials[0]);
			  }
			}
  
			mesh.name = object.name;
			container.add(mesh);
		  }
		} else {
		  // if there is only the default parser state object with no geometry data, interpret data as point cloud
		  if (state.vertices.length > 0) {
			const material = new THREE.PointsMaterial({
			  size: 1,
			  sizeAttenuation: false
			});
			const buffergeometry = new THREE.BufferGeometry();
			buffergeometry.setAttribute(
			  "position",
			  new THREE.Float32BufferAttribute(state.vertices, 3)
			);
  
			if (state.colors.length > 0 && state.colors[0] !== undefined) {
			  buffergeometry.setAttribute(
				"color",
				new THREE.Float32BufferAttribute(state.colors, 3)
			  );
			  material.vertexColors = true;
			}
  
			const points = new THREE.Points(buffergeometry, material);
			container.add(points);
		  }
		}
  
		return container;
	  }
	}
  
	THREE.OBJLoader = OBJLoader;
  })();
  